﻿#ifndef CUSTOM_SSSSSMASK_PASS_INCLUDED
#define CUSTOM_SSSSSMASK_PASS_INCLUDED

#include "../ShaderLibrary/Surface.hlsl"

bool4 unity_MetaFragmentControl;
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;

struct Attributes {
	float3 positionOS : POSITION;
	float2 baseUV : TEXCOORD0;
};

struct Varyings {
	float4 positionCS_SS : SV_POSITION;
	float2 baseUV : VAR_BASE_UV;
};

Varyings SSSSSMaskPassVertex (Attributes input) {
	Varyings output;	
	float3 positionWS = TransformObjectToWorld(input.positionOS);
	output.positionCS_SS = TransformWorldToHClip(positionWS);
	output.baseUV = TransformBaseUV(input.baseUV);
	return output;
}

float4 SSSSSMaskPassFragment(Varyings input) : SV_TARGET
{
#if _SSSSS
	
	return GetSSSSScatterColor(float4(input.baseUV, 0, 0));
	//return float4(0, 0, 0, 0);	
#else
	return float4(0, 0, 0, 0);
#endif
	
}

#endif